My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Mediocre
Versatility
Good
F2P score
RIP

1 problems Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Ice Wizard Electro Wizard Magic Archer Night Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Knight Ice Wizard Electro Wizard Magic Archer Night Witch

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap Rocket

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Hog Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Rocket

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Hog Rider Magic Archer

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Hog Rider Electro Wizard Magic Archer

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Hog Rider Night Witch
Giant Snowball
Hog Rider Night Witch
Zap
Night Witch
Barbarian Barrel
Knight Ice Wizard Electro Wizard Magic Archer Night Witch
The Log
Hog Rider
Earthquake
Hog Rider
Arrows
Night Witch
Royal Delivery
Knight Hog Rider Ice Wizard Electro Wizard Magic Archer Night Witch
Fireball
Hog Rider Ice Wizard Electro Wizard Magic Archer Night Witch
Poison
Ice Wizard Electro Wizard Magic Archer Night Witch
Lightning
Knight Ice Wizard Electro Wizard Magic Archer Night Witch
Rocket
Hog Rider Magic Archer Night Witch

Against air swarms

Spells and units that can counter air swarms.

Zap Rocket Ice Wizard Magic Archer

Against ground swarms

Spells and units that can counter ground swarms.

Zap Rocket Ice Wizard Magic Archer

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Knight Rocket Ice Wizard Night Witch

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Ice Wizard Electro Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Zap Knight Ice Wizard Hog Rider Electro Wizard Magic Archer Night Witch Rocket

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

12 Zap Knight Ice Wizard Hog Rider

Attack Synergies 3 12

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Zap
Hog Rider Electro Wizard Knight Ice Wizard Magic Archer Night Witch
Knight
Hog Rider Zap Ice Wizard Electro Wizard Magic Archer Night Witch
Hog Rider
Zap Knight Rocket Electro Wizard Magic Archer
Rocket
Hog Rider
Ice Wizard
Zap Knight
Electro Wizard
Zap Knight Hog Rider Magic Archer
Magic Archer
Zap Knight Hog Rider Electro Wizard
Night Witch
Zap Knight

Defense Synergies 4 9

Zap
Electro Wizard Knight Ice Wizard Magic Archer Night Witch
Knight
Ice Wizard Electro Wizard Magic Archer Zap Night Witch
Hog Rider
Rocket
Ice Wizard
Knight Zap Night Witch
Electro Wizard
Zap Knight Magic Archer Night Witch
Magic Archer
Knight Zap Electro Wizard Night Witch
Night Witch
Zap Knight Ice Wizard Electro Wizard Magic Archer

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Rocket Zap Knight Electro Wizard Magic Archer
Zap Knight Ice Wizard Electro Wizard Night Witch
Rocket Knight Ice Wizard Electro Wizard Night Witch
Night Witch Knight Ice Wizard Electro Wizard
Rocket
Zap Ice Wizard Electro Wizard Magic Archer Night Witch
Rocket Electro Wizard Zap Ice Wizard Magic Archer Night Witch
Rocket Zap Electro Wizard Magic Archer
Ice Wizard Night Witch
Knight Ice Wizard Electro Wizard Night Witch
Ice Wizard Electro Wizard Zap Knight Magic Archer Night Witch
Zap Ice Wizard Electro Wizard Magic Archer Night Witch
Night Witch Zap Knight Rocket Ice Wizard Electro Wizard
Rocket Zap Electro Wizard Magic Archer Night Witch
Knight Electro Wizard
Rocket Zap Electro Wizard
Knight Electro Wizard Night Witch
Zap Knight Ice Wizard Electro Wizard Magic Archer Night Witch
Zap Knight Ice Wizard Electro Wizard Magic Archer
Electro Wizard
Knight Electro Wizard Night Witch

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Knight Zap Electro Wizard
Electro Wizard Zap Knight Rocket Magic Archer
Zap Knight Rocket Electro Wizard
Rocket Zap Knight Electro Wizard Night Witch
Knight Night Witch
Rocket Zap Ice Wizard Electro Wizard Magic Archer
Rocket Knight Ice Wizard Electro Wizard Night Witch
Knight
Zap Rocket Electro Wizard Knight Magic Archer
Knight
Rocket Zap Electro Wizard
Rocket Knight Night Witch
Magic Archer
Electro Wizard Zap Knight Rocket Magic Archer Night Witch
Zap Ice Wizard Electro Wizard Magic Archer

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Magic Archer Knight Rocket
Zap Ice Wizard Electro Wizard Magic Archer
Rocket Magic Archer
Knight Rocket
Rocket Zap Magic Archer
Zap Rocket Ice Wizard Magic Archer
Magic Archer
Zap Ice Wizard Magic Archer
Zap
Rocket Electro Wizard Night Witch
Rocket Zap Knight Electro Wizard Magic Archer
Zap Rocket Magic Archer
Rocket Knight Magic Archer
Rocket Magic Archer
Zap Magic Archer
Rocket Zap Magic Archer
Magic Archer Rocket
Rocket
Rocket Night Witch
Rocket Zap Electro Wizard Magic Archer
Rocket Zap Magic Archer
Rocket Magic Archer Night Witch
Rocket
Rocket
Rocket Zap
Zap Ice Wizard Magic Archer
Zap Ice Wizard Electro Wizard Magic Archer
Zap Magic Archer
Rocket Zap Magic Archer
Zap Ice Wizard Electro Wizard Magic Archer Night Witch
Zap Rocket Electro Wizard
Night Witch
Zap Rocket Magic Archer Night Witch
Zap Rocket Electro Wizard Magic Archer
Rocket Magic Archer
Zap Electro Wizard Rocket Magic Archer Night Witch
Rocket Zap Ice Wizard Electro Wizard Magic Archer
Knight Rocket Electro Wizard Magic Archer
Zap Magic Archer
Rocket Zap
Zap Rocket Electro Wizard Magic Archer
Zap Rocket Electro Wizard Magic Archer
Zap Rocket Electro Wizard Magic Archer

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